
#version 330 core
out vec4 FragColor;
in vec4 vertexColor;
in vec2 uv;

uniform sampler2D textureLand;
uniform sampler2D textureGrass;
uniform sampler2D textureNoise;

void main()
{
//    FragColor = texture(textureGrass, uv) * texture(textureLand, uv) * vertexColor;
//    FragColor = texture(textureGrass, uv) * texture(textureLand, uv);
    vec4 height = texture(textureNoise, uv);
    FragColor = mix(texture(textureLand, uv), texture(textureGrass,uv), height.x);
}
